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three

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JavaScript 3D library

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import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture, FloatType } from 'three/webgpu'; import { add, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, logarithmicDepthToViewZ, viewZToOrthographicDepth } from 'three/tsl'; const _quadMesh = /*@__PURE__*/ new QuadMesh(); const _size = /*@__PURE__*/ new Vector2(); let _rendererState; /** * A special node that applies TRAA (Temporal Reprojection Anti-Aliasing). * * References: * - {@link https://alextardif.com/TAA.html} * - {@link https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/} * * Note: MSAA must be disabled when TRAA is in use. * * @augments TempNode * @three_import import { traa } from 'three/addons/tsl/display/TRAANode.js'; */ class TRAANode extends TempNode { static get type() { return 'TRAANode'; } /** * Constructs a new TRAA node. * * @param {TextureNode} beautyNode - The texture node that represents the input of the effect. * @param {TextureNode} depthNode - A node that represents the scene's depth. * @param {TextureNode} velocityNode - A node that represents the scene's velocity. * @param {Camera} camera - The camera the scene is rendered with. */ constructor( beautyNode, depthNode, velocityNode, camera ) { super( 'vec4' ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isTRAANode = true; /** * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders * its effect once per frame in `updateBefore()`. * * @type {string} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.FRAME; /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.beautyNode = beautyNode; /** * A node that represents the scene's velocity. * * @type {TextureNode} */ this.depthNode = depthNode; /** * A node that represents the scene's velocity. * * @type {TextureNode} */ this.velocityNode = velocityNode; /** * The camera the scene is rendered with. * * @type {Camera} */ this.camera = camera; /** * When the difference between the current and previous depth goes above this threshold, * the history is considered invalid. * * @type {number} * @default 0.0005 */ this.depthThreshold = 0.0005; /** * The depth difference within the 3×3 neighborhood to consider a pixel as an edge. * * @type {number} * @default 0.001 */ this.edgeDepthDiff = 0.001; /** * The history becomes invalid as the pixel length of the velocity approaches this value. * * @type {number} * @default 128 */ this.maxVelocityLength = 128; /** * Whether to decrease the weight on the current frame when the velocity is more subpixel. * This reduces blurriness under motion, but can introduce a square pattern artifact. * * @type {boolean} * @default true */ this.useSubpixelCorrection = true; /** * The jitter index selects the current camera offset value. * * @private * @type {number} * @default 0 */ this._jitterIndex = 0; /** * A uniform node holding the inverse resolution value. * * @private * @type {UniformNode<vec2>} */ this._invSize = uniform( new Vector2() ); /** * The render target that represents the history of frame data. * * @private * @type {?RenderTarget} */ this._historyRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, depthTexture: new DepthTexture() } ); this._historyRenderTarget.texture.name = 'TRAANode.history'; /** * The render target for the resolve. * * @private * @type {?RenderTarget} */ this._resolveRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } ); this._resolveRenderTarget.texture.name = 'TRAANode.resolve'; /** * Material used for the resolve step. * * @private * @type {NodeMaterial} */ this._resolveMaterial = new NodeMaterial(); this._resolveMaterial.name = 'TRAA.resolve'; /** * The result of the effect is represented as a separate texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._resolveRenderTarget.texture ); /** * Used to save the original/unjittered projection matrix. * * @private * @type {Matrix4} */ this._originalProjectionMatrix = new Matrix4(); /** * A uniform node holding the camera's near and far. * * @private * @type {UniformNode<vec2>} */ this._cameraNearFar = uniform( new Vector2() ); /** * A uniform node holding the camera world matrix. * * @private * @type {UniformNode<mat4>} */ this._cameraWorldMatrix = uniform( new Matrix4() ); /** * A uniform node holding the camera world matrix inverse. * * @private * @type {UniformNode<mat4>} */ this._cameraWorldMatrixInverse = uniform( new Matrix4() ); /** * A uniform node holding the camera projection matrix inverse. * * @private * @type {UniformNode<mat4>} */ this._cameraProjectionMatrixInverse = uniform( new Matrix4() ); /** * A uniform node holding the previous frame's view matrix. * * @private * @type {UniformNode<mat4>} */ this._previousCameraWorldMatrix = uniform( new Matrix4() ); /** * A uniform node holding the previous frame's projection matrix inverse. * * @private * @type {UniformNode<mat4>} */ this._previousCameraProjectionMatrixInverse = uniform( new Matrix4() ); /** * A texture node for the previous depth buffer. * * @private * @type {TextureNode} */ this._previousDepthNode = texture( new DepthTexture( 1, 1 ) ); /** * Sync the post processing stack with the TRAA node. * * @private * @type {boolean} */ this._needsPostProcessingSync = false; /** * The node used to render the scene's velocity. * * @private * @type {?VelocityNode} */ this._velocityNode = null; } /** * Returns the result of the effect as a texture node. * * @return {PassTextureNode} A texture node that represents the result of the effect. */ getTextureNode() { return this._textureNode; } /** * Sets the size of the effect. * * @param {number} width - The width of the effect. * @param {number} height - The height of the effect. */ setSize( width, height ) { this._historyRenderTarget.setSize( width, height ); this._resolveRenderTarget.setSize( width, height ); this._invSize.value.set( 1 / width, 1 / height ); } /** * Defines the TRAA's current jitter as a view offset * to the scene's camera. * * @param {number} width - The width of the effect. * @param {number} height - The height of the effect. */ setViewOffset( width, height ) { // save original/unjittered projection matrix for velocity pass this.camera.updateProjectionMatrix(); this._originalProjectionMatrix.copy( this.camera.projectionMatrix ); this._velocityNode.setProjectionMatrix( this._originalProjectionMatrix ); // const viewOffset = { fullWidth: width, fullHeight: height, offsetX: 0, offsetY: 0, width: width, height: height }; const jitterOffset = _haltonOffsets[ this._jitterIndex ]; this.camera.setViewOffset( viewOffset.fullWidth, viewOffset.fullHeight, viewOffset.offsetX + jitterOffset[ 0 ] - 0.5, viewOffset.offsetY + jitterOffset[ 1 ] - 0.5, viewOffset.width, viewOffset.height ); } /** * Clears the view offset from the scene's camera. */ clearViewOffset() { this.camera.clearViewOffset(); this._velocityNode.setProjectionMatrix( null ); // update jitter index this._jitterIndex ++; this._jitterIndex = this._jitterIndex % ( _haltonOffsets.length - 1 ); } /** * This method is used to render the effect once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore( frame ) { const { renderer } = frame; // store previous frame matrices before updating current ones this._previousCameraWorldMatrix.value.copy( this._cameraWorldMatrix.value ); this._previousCameraProjectionMatrixInverse.value.copy( this._cameraProjectionMatrixInverse.value ); // update camera matrices uniforms this._cameraNearFar.value.set( this.camera.near, this.camera.far ); this._cameraWorldMatrix.value.copy( this.camera.matrixWorld ); this._cameraWorldMatrixInverse.value.copy( this.camera.matrixWorldInverse ); this._cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse ); // keep the TRAA in sync with the dimensions of the beauty node const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget; const width = beautyRenderTarget.texture.width; const height = beautyRenderTarget.texture.height; // if ( this._needsPostProcessingSync === true ) { this.setViewOffset( width, height ); this._needsPostProcessingSync = false; } _rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); // const needsRestart = this._historyRenderTarget.width !== width || this._historyRenderTarget.height !== height; this.setSize( width, height ); // every time when the dimensions change we need fresh history data if ( needsRestart === true ) { // make sure render targets are initialized after the resize which triggers a dispose() renderer.initRenderTarget( this._historyRenderTarget ); renderer.initRenderTarget( this._resolveRenderTarget ); // make sure to reset the history with the contents of the beauty buffer otherwise subsequent frames after the // resize will fade from a darker color to the correct one because the history was cleared with black. renderer.copyTextureToTexture( beautyRenderTarget.texture, this._historyRenderTarget.texture ); } // resolve renderer.setRenderTarget( this._resolveRenderTarget ); _quadMesh.material = this._resolveMaterial; _quadMesh.name = 'TRAA'; _quadMesh.render( renderer ); renderer.setRenderTarget( null ); // update history renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture ); // Copy current depth to previous depth buffer const size = renderer.getDrawingBufferSize( _size ); // only allow the depth copy if the dimensions of the history render target match with the drawing // render buffer and thus the depth texture of the scene. For some reasons, there are timing issues // with WebGPU resulting in different size of the drawing buffer and the beauty render target when // resizing the browser window. This does not happen with the WebGL backend if ( this._historyRenderTarget.height === size.height && this._historyRenderTarget.width === size.width ) { const currentDepth = this.depthNode.value; renderer.copyTextureToTexture( currentDepth, this._historyRenderTarget.depthTexture ); this._previousDepthNode.value = this._historyRenderTarget.depthTexture; } // restore RendererUtils.restoreRendererState( renderer, _rendererState ); } /** * This method is used to setup the effect's render targets and TSL code. * * @param {NodeBuilder} builder - The current node builder. * @return {PassTextureNode} */ setup( builder ) { const renderPipeline = builder.context.renderPipeline; if ( renderPipeline ) { this._needsPostProcessingSync = true; renderPipeline.context.onBeforeRenderPipeline = () => { const size = builder.renderer.getDrawingBufferSize( _size ); this.setViewOffset( size.width, size.height ); }; renderPipeline.context.onAfterRenderPipeline = () => { this.clearViewOffset(); }; } if ( builder.renderer.reversedDepthBuffer === true ) { this._historyRenderTarget.depthTexture.type = FloatType; } if ( builder.context.velocity !== undefined ) { this._velocityNode = builder.context.velocity; } else { this._velocityNode = velocity; } const logarithmicToPerspectiveDepth = ( depth ) => { const { x: near, y: far } = this._cameraNearFar; const viewZ = logarithmicDepthToViewZ( depth, near, far ); return viewZToPerspectiveDepth( viewZ, near, far ); }; const currentDepthStruct = struct( { closestDepth: 'float', closestPositionTexel: 'vec2', farthestDepth: 'float', } ); // Samples 3×3 neighborhood pixels and returns the closest and farthest depths. const sampleCurrentDepth = Fn( ( [ positionTexel ] ) => { const closestDepth = float( 2 ).toVar(); const closestPositionTexel = vec2( 0 ).toVar(); const farthestDepth = float( - 1 ).toVar(); for ( let x = - 1; x <= 1; ++ x ) { for ( let y = - 1; y <= 1; ++ y ) { const neighbor = positionTexel.add( vec2( x, y ) ).toVar(); let depth = this.depthNode.load( neighbor ).r; if ( builder.renderer.reversedDepthBuffer ) depth = depth.oneMinus(); if ( builder.renderer.logarithmicDepthBuffer ) depth = logarithmicToPerspectiveDepth( depth ); depth = depth.toVar(); If( depth.lessThan( closestDepth ), () => { closestDepth.assign( depth ); closestPositionTexel.assign( neighbor ); } ); If( depth.greaterThan( farthestDepth ), () => { farthestDepth.assign( depth ); } ); } } return currentDepthStruct( closestDepth, closestPositionTexel, farthestDepth ); } ); // Samples a previous depth and reproject it using the current camera matrices. const samplePreviousDepth = ( uv ) => { let depth = this._previousDepthNode.sample( uv ).r; if ( builder.renderer.logarithmicDepthBuffer ) depth = logarithmicToPerspectiveDepth( depth ); const positionView = getViewPosition( uv, depth, this._previousCameraProjectionMatrixInverse ); const positionWorld = this._previousCameraWorldMatrix.mul( vec4( positionView, 1 ) ).xyz; const viewZ = this._cameraWorldMatrixInverse.mul( vec4( positionWorld, 1 ) ).z; return this.camera.isOrthographicCamera ? viewZToOrthographicDepth( viewZ, this._cameraNearFar.x, this._cameraNearFar.y ) : viewZToPerspectiveDepth( viewZ, this._cameraNearFar.x, this._cameraNearFar.y ); }; // Optimized version of AABB clipping. // Reference: https://github.com/playdeadgames/temporal const clipAABB = Fn( ( [ currentColor, historyColor, minColor, maxColor ] ) => { const pClip = maxColor.rgb.add( minColor.rgb ).mul( 0.5 ); const eClip = maxColor.rgb.sub( minColor.rgb ).mul( 0.5 ).add( 1e-7 ); const vClip = historyColor.sub( vec4( pClip, currentColor.a ) ); const vUnit = vClip.xyz.div( eClip ); const absUnit = vUnit.abs(); const maxUnit = max( absUnit.x, absUnit.y, absUnit.z ); return maxUnit.greaterThan( 1 ).select( vec4( pClip, currentColor.a ).add( vClip.div( maxUnit ) ), historyColor ); } ).setLayout( { name: 'clipAABB', type: 'vec4', inputs: [ { name: 'currentColor', type: 'vec4' }, { name: 'historyColor', type: 'vec4' }, { name: 'minColor', type: 'vec4' }, { name: 'maxColor', type: 'vec4' } ] } ); // Performs variance clipping. // See: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf const varianceClipping = Fn( ( [ positionTexel, currentColor, historyColor, gamma ] ) => { const offsets = [ [ - 1, - 1 ], [ - 1, 1 ], [ 1, - 1 ], [ 1, 1 ], [ 1, 0 ], [ 0, - 1 ], [ 0, 1 ], [ - 1, 0 ] ]; const moment1 = currentColor.toVar(); const moment2 = currentColor.pow2().toVar(); for ( const [ x, y ] of offsets ) { // Use max() to prevent NaN values from propagating. const neighbor = this.beautyNode.offset( ivec2( x, y ) ).load( positionTexel ).max( 0 ); moment1.addAssign( neighbor ); moment2.addAssign( neighbor.pow2() ); } const N = float( offsets.length + 1 ); const mean = moment1.div( N ); const variance = moment2.div( N ).sub( mean.pow2() ).max( 0 ).sqrt().mul( gamma ); const minColor = mean.sub( variance ); const maxColor = mean.add( variance ); return clipAABB( mean.clamp( minColor, maxColor ), historyColor, minColor, maxColor ); } ); // Returns the amount of subpixel (expressed within [0, 1]) in the velocity. const subpixelCorrection = Fn( ( [ velocityUV, textureSize ] ) => { const velocityTexel = velocityUV.mul( textureSize ); const phase = velocityTexel.fract().abs(); const weight = max( phase, phase.oneMinus() ); return weight.x.mul( weight.y ).oneMinus().div( 0.75 ); } ).setLayout( { name: 'subpixelCorrection', type: 'float', inputs: [ { name: 'velocityUV', type: 'vec2' }, { name: 'textureSize', type: 'ivec2' } ] } ); // Flicker reduction based on luminance weighing. const flickerReduction = Fn( ( [ currentColor, historyColor, currentWeight ] ) => { const historyWeight = currentWeight.oneMinus(); const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1 ) ) ) ); const compressedHistory = historyColor.mul( float( 1 ).div( ( max( historyColor.r, historyColor.g, historyColor.b ).add( 1 ) ) ) ); const luminanceCurrent = luminance( compressedCurrent.rgb ); const luminanceHistory = luminance( compressedHistory.rgb ); currentWeight.mulAssign( float( 1 ).div( luminanceCurrent.add( 1 ) ) ); historyWeight.mulAssign( float( 1 ).div( luminanceHistory.add( 1 ) ) ); return add( currentColor.mul( currentWeight ), historyColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) ).toVar(); } ); const historyNode = texture( this._historyRenderTarget.texture ); const resolve = Fn( () => { const uvNode = uv(); const textureSize = this.beautyNode.size(); // Assumes all the buffers share the same size. const positionTexel = uvNode.mul( textureSize ); // sample the closest and farthest depths in the current buffer const currentDepth = sampleCurrentDepth( positionTexel ); const closestDepth = currentDepth.get( 'closestDepth' ); const closestPositionTexel = currentDepth.get( 'closestPositionTexel' ); const farthestDepth = currentDepth.get( 'farthestDepth' ); // convert the NDC offset to UV offset const offsetUV = this.velocityNode.load( closestPositionTexel ).xy.mul( vec2( 0.5, - 0.5 ) ); // sample the previous depth const historyUV = uvNode.sub( offsetUV ); const previousDepth = samplePreviousDepth( historyUV ); // history is considered valid when the UV is in range and there's no disocclusion except on edges const isValidUV = historyUV.greaterThanEqual( 0 ).all().and( historyUV.lessThanEqual( 1 ).all() ); const isEdge = farthestDepth.sub( closestDepth ).greaterThan( this.edgeDepthDiff ); const isDisocclusion = closestDepth.sub( previousDepth ).greaterThan( this.depthThreshold ); const hasValidHistory = isValidUV.and( isEdge.or( isDisocclusion.not() ) ); // sample the current and previous colors const currentColor = this.beautyNode.sample( uvNode ); const historyColor = historyNode.sample( uvNode.sub( offsetUV ) ); // increase the weight towards the current frame under motion const motionFactor = uvNode.sub( historyUV ).mul( textureSize ).length().div( this.maxVelocityLength ).saturate(); const currentWeight = float( 0.05 ).toVar(); // A minimum weight if ( this.useSubpixelCorrection ) { // Increase the minimum weight towards the current frame when the velocity is more subpixel. currentWeight.addAssign( subpixelCorrection( offsetUV, textureSize ).mul( 0.25 ) ); } currentWeight.assign( hasValidHistory.select( currentWeight.add( motionFactor ).saturate(), 1 ) ); // Perform neighborhood clipping/clamping. We use variance clipping here. const varianceGamma = mix( 0.5, 1, motionFactor.oneMinus().pow2() ); // Reasonable gamma range is [0.75, 2] const clippedHistoryColor = varianceClipping( positionTexel, currentColor, historyColor, varianceGamma ); // flicker reduction based on luminance weighing const output = flickerReduction( currentColor, clippedHistoryColor, currentWeight ); return output; } ); // materials this._resolveMaterial.colorNode = resolve(); return this._textureNode; } /** * Frees internal resources. This method should be called * when the effect is no longer required. */ dispose() { this._historyRenderTarget.dispose(); this._resolveRenderTarget.dispose(); this._resolveMaterial.dispose(); } } export default TRAANode; function _halton( index, base ) { let fraction = 1; let result = 0; while ( index > 0 ) { fraction /= base; result += fraction * ( index % base ); index = Math.floor( index / base ); } return result; } const _haltonOffsets = /*@__PURE__*/ Array.from( { length: 32 }, ( _, index ) => [ _halton( index + 1, 2 ), _halton( index + 1, 3 ) ] ); /** * TSL function for creating a TRAA node for Temporal Reprojection Anti-Aliasing. * * @tsl * @function * @param {TextureNode} beautyNode - The texture node that represents the input of the effect. * @param {TextureNode} depthNode - A node that represents the scene's depth. * @param {TextureNode} velocityNode - A node that represents the scene's velocity. * @param {Camera} camera - The camera the scene is rendered with. * @returns {TRAANode} */ export const traa = ( beautyNode, depthNode, velocityNode, camera ) => new TRAANode( convertToTexture( beautyNode ), depthNode, velocityNode, camera );